I ran into the same event, though with Volume. Is this a bug after all?
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@Graphics and Games Engineer
Are the comments you replied to definitely feasible? Are there any uncertainties?
the mesh outside of the portal won't be clipped by default, and might appear behind the portal. You can solve that by using a ShaderGraphMaterial and discarding all the fragments that are behind the portal.
How can the above be achieved?
I have created a simple demo, but I switch models when a certain amount of movement is reached. However, this is not a smart approach.
https://twitter.com/tokufxug/status/1763029777655771489
Also, if you move the same model inside and outside of the portal, the movement range will be different inside and outside of the portal, and you will see overlapping models. Anyway, I would appreciate it if you could provide a procedure or a sample program or a sample development project that shows how to do this.
Feedback was also provided.
https://feedbackassistant.apple.com/feedback/13665468
@lijiaxu Will animations play in RCP, Reality Converter, RealityKit on iOS, or AR Quick Look?
Then, take a look at the following documentation to see if your USDZ file will play animations without problems in RealityKit.
https://developer.apple.com/documentation/realitykit/creating-usd-files-for-apple-devices
https://developer.apple.com/documentation/realitykit/validating-usd-files
The following will work.
https://github.com/tokufxug/VisionOSRealityViewEntityAnimation
https://1planet.co.jp/tech-blog/applevisionpro-oneplanet-realityview-entity-animation-01
Do you have Xcode 15 Beta version installed, you know you can't develop visionOS apps with the official version of Xcode 15, right?
The AR Quick Look in visionOS scales the USDZ to its full size without missing any USDZ display when 100% is specified. It would be best if we could achieve the functionality provided by this AR Quick Look.
Hi @bubbleguts
Although it is in Japanese, please refer to the blog article.
https://1planet.co.jp/tech-blog/applevisionpro-model3d-first-step
Request the Feedback Assistant to also support the visionOS simulator with virtual data.
Setting .padding() to GeometryReader3D returned values other than origin(0, 0, 0). However, I am not sure if I am getting the correct value.
@dyyi If the phrase "We'll be back soon" appears, there is a high possibility that the application has not been successfully submitted. Once the application registration is successful, you won't be able to reach the application screen again; instead, you will be redirected to the "We've received your application" screen. Initially, when the application process started, there were issues with being unable to submit the application, and Apple responded that the problem has been resolved, and now applications can be submitted.
I am pleased to inform you that my application has been accepted.
I wonder if the system issue has been fixed since it has been a few hours.
I had to change the primary language of my Mac to English and access the website from Safari in order to fix the display error.
I changed the language of my Mac to English, and the %%USE_I18N_STRING_ERROR%% error was resolved. However, after completing the application, I was redirected to "We'll be back soon". Is my application complete?
@HeshamAtApple Thank you very much for your kind response. I will use the information you provided to study the Shader Graph in Reality Composer Pro.
This is my request, but it would be great if the documentation of the Shader Graph, which covers all the Nodes, etc., like Unity provides, is also available for the Reality Composer Pro Shader Graph.
I think creating materials using Reality Composer Pro's Shader Graph is very important for visionOS development.
It looks like it needs to be added to info.plist.
I encountered a similar error with Volumetric. It is automatically added to the info.plist by setting it up when creating a new project, but if I use a different component, etc. than when creating a new project, the error seems to occur.
I did the following and the compile error was avoided.
.gesture(TapGesture().targetedToAnyEntity().onEnded { _ in scale.toggle() })